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#add Added UEdGraphNode::GetNodeNativeTitle to return a native title for a node. #add Added UEdGraphNode::GetNodeSearchTitle to return the native and localized title for a node, together, for searching. #add Can hold "alt" over a node (in the graph panel, or the palette) to see the native name of the node. #ttp 331252 - Blueprints: Editor: L10N: Blueprints need to consistently show localized node names and when searching need to search both the localized name and the native name #codereview justin.sargent [CL 2044506 by Michael Schoell in Main branch]
39 lines
1.3 KiB
C++
39 lines
1.3 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "K2Node_VariableSetRef.generated.h"
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UCLASS(MinimalAPI)
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class UK2Node_VariableSetRef : public UK2Node
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{
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GENERATED_UCLASS_BODY()
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// Begin UEdGraphNode interface
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virtual void AllocateDefaultPins() OVERRIDE;
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virtual void ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins) OVERRIDE;
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virtual FString GetTooltip() const OVERRIDE;
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const OVERRIDE;
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virtual FString GetNodeNativeTitle(ENodeTitleType::Type TitleType) const OVERRIDE;
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// End UEdGraphNode interface
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// Begin UK2Node interface
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virtual void NotifyPinConnectionListChanged(UEdGraphPin* Pin) OVERRIDE;
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virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const OVERRIDE;
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// End UK2Node interface
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/**
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* Changes the type of variable set by this node, based on the specified pin
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*
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* @param Pin The pin to gather type information from. If NULL, node will reset to wildcards
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*/
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void CoerceTypeFromPin(const UEdGraphPin* Pin);
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/** Returns the pin that specifies which by-ref variable to set */
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BLUEPRINTGRAPH_API UEdGraphPin* GetTargetPin() const;
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/** Returns the pin that specifies the value to set */
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BLUEPRINTGRAPH_API UEdGraphPin* GetValuePin() const;
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};
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